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| Detorena |
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Posted by: Trexmaster - 06-20-2015, 08:58 PM - Forum: Bug Reports
- Replies (1)
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Detogate is capable of hitting people outside the arena, as explosion and many other skills in the past used to be able to when fighting in the main arena.
It also causes its teleportation effect, so, people struck by it are then teleported into the arena.
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| Woodworking. |
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Posted by: Tamaki-Kun - 06-20-2015, 02:51 PM - Forum: Suggestions
- Replies (8)
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This area of crafting is one of the least used, so I propose making more wooden weapons.
How about it? Just an idea.
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| Upgrade Tools |
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Posted by: Someone - 06-20-2015, 02:36 PM - Forum: Bug Reports
- Replies (5)
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Can't seem to trade those nifty Whetstones, Metal Drills, etc.
If this is intentional, then people are able to still sell them in their shop.
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| Gift Delivery |
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Posted by: Ranylyn - 06-19-2015, 05:46 PM - Forum: Bug Reports
- Replies (5)
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Only some of my accounts seem to be able to claim it.
In particular, not a single character I've tested on the key "Aztiraln" seem to be able to claim it. This key in particular has a character I'd like to play more, but balance changes have left unplayable (Low level evoker with 1 point in Sear/Magaisendo, way too FP draining, can't kill things with normal mage spells due to spending way too many points on utility skills due to preparing to exclusively use evoker skills and whatnot.) Since the newest gift includes a reset fruit, I thought it was the perfect time to log on, and... nope.
*shrug* Low priority, but there you have it. And if you're feeling merciful, I wouldn't mind having a fruit delivered to Slot 2 of that key >_
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| (Legend Ability) Eir Defiant |
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Posted by: Chaos - 06-19-2015, 03:48 PM - Forum: Suggestions
- Replies (23)
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Based off a vague idea I posted in a certain topic....
Quote:Eir Defiant [Legend Ability (Fate)] [Ranks: 1]
The inability to accept the ideals of well-founded professions, and the will to forge a unique growth for one's self. This ability allows you to replace your Main Class' growths with a set of customized growths. You can only set these growths once per Legend Extend.
Here's a quick summary of how this would work:- When acquired, a 'Legend Growths' window will be accessible from the Legend Journal. This is where the growths can be set up.
- When acquired (and at the beginning of each Legend Extension), the user will be prompted to distribute 140% amongst the complete list of stats. They will have to confirm their choices when finished, as long as there is no % left to be distributed.
- When setting up the growths, any single stat cannot have more than 50% growth assigned to it.
- Once the growths are confirmed, they cannot be changed until the user performs another Legend Extension.
- Once confirmed and finalized, the listed growths will be used in place of whatever growths the current Main Class gives. This can be toggled on and off as desired, as long as the user isn't in a dungeon.
What's the good behind this idea? It will allow players to take a shot at a plethora of stat builds that current classes do not support, without the immeasurable wait for Dev to add in more classes that hopefully don't use the (mostly) same growth builds as existing classes. It will also shift some focus away from growths when choosing which Main Class to go into PvE with, and possibly give more room for classes that are often unused in PvE to see some life for once.
As for potential concerns (that I can think of):
Quote:Q: But Chaos, everyone could end up the same!
A: Nope. We're talking a limited amount of growth distribution here, not static stat progression or limited stat point assignment. Pigs will fly like Superman before anyone gets a 'perfect' growth distribution or anything like that.
Quote:Q: But Chaos, you can just maximize the three stats you need the most!
A: That's a possibility. However, that also means they're losing quite a bit in the other five or so stat growths, and the RNG usually doesn't play nice with stats that get left behind in a specialization build. I've also personally tested maximized growth distributions, and so far, the results leave a good bit to be desired from anyone that goes 50/50/40.
Quote:Q: But Chaos, this makes Class Growths useless!
A: You still have Sub Class Growths to worry about. Beyond that, yes, it can make the system-given Class Growths a bit useless. However, I believe this can be a positive change, and a major help to diversify the current stat builds without forcing Dev to make a bunch of classes with unseen growth spreads, especially when this suggestion can be applied far, far faster.
Quote:Q: But Chaos, the Growth Calculator is giving me some seriously good results! I could curbstomp Ashe if I went with these!
A: That depends. Are you maxing out absolutely everything, or trying to emulate what you'll end up with at level 1 and work up to?
To get the best results, it takes at least 10 Legend Extends that max out the Growth bonuses, extra Talent Points, extra Trait Points, and get 'Eir Defiant'. Even then, assuming you have as many relevant, Talent-boosting enchantments on as possible, you need to hit level 26 and grab the Exceptional Skill trait to reach the results you'd get from checking off every option and maximizing Devotion. Don't have those enchantments on? It's level 31 with the E. Skill trait.
Additionally, assuming you pump the three extra Trait Points into Basic/Advanced/Expert Training, you would need anywhere from 1-3 levels where SKI goes up, and then a Trait Point to get Style Blending. The only way to achieve this by level 2 is with a Tannite, and assumes that your growth spread doesn't ignore your SKI.
But if you're trying to talk about builds don't rely on having the whole package or take the actual progression into account, I still disagree; the testing i've done so far isn't giving me any builds that are particularly brutal.
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| Stunblock |
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Posted by: Soapy - 06-19-2015, 08:34 AM - Forum: Balance Fu
- Replies (3)
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I'm pretty sure Evasion applies while Stunned, since it isn't mentioned in the skill.
I know this isn't technically a bug, but whatever. Probably shouldn't happen.
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| Knock City |
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Posted by: Soapy - 06-19-2015, 12:17 AM - Forum: Balance Fu
- Replies (7)
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Knockdown causing skills (or at least Heavy Tackle) seem to be applying the knockdown -before- the damage, so they deal full damage through Evasion.
Like in the other thread, I'm not sure if this is intended or not, but here it is.
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| Hot Foot |
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Posted by: Soapy - 06-18-2015, 11:47 PM - Forum: Balance Fu
- Replies (6)
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Cinder tiles (at least Hyattr ones) and Crystal Rose (the damage component) both ignore Evasion.
Cinder tiles also ignore RES.
Not sure what of this are intended, but here they are.
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| [Bandits] it's a trap! |
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Posted by: Ranylyn - 06-18-2015, 11:04 PM - Forum: Bug Reports
- Replies (1)
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Bandits trigger their own traps to detonat them against you. This can lead to absolutely ridiculous scenarios.
Bandit Backstabber: Drops a Gust Trap by your feet.
Bandit Gunner: Walks away from you, detonating the gust trap and pushing you towards the bandit bruiser.
Bandit Bruiser: Hits you with a Head Cracker and a normal attack, since it didn't need to move.
Pretty sure it's not intentional. Suggesting it be fixed.
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